Sorcery! Part 3

Sorcery! Part 3

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Sorcery 3 spellbook.
By Xander77
The various spells and counter-spells you may encounter in your travels.
   
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Spellbook:
You can discover counterspells in this book, either by talking with a mage or by accident. These will cancel the effects of their opposite spell when cast. Not all counter-spells listed here will be usable over the course of book 3.

Spell Name:: ZAP
Effect: Lightning bolt. Effective against most non-magically defended creatures
Requirements: none
Cost: 3HP
Counter-spell: ZEN

Spell Name:: HOT
Effect: Fireball equivalent of ZAP. Great unless something is flame-retardant
Requirements: none
Cost: 3HP
Counter-spell: dOC

Spell Name:: FOF
Effect: Magical/physical barrier, keeps out all magic/non-magic intruders. V. strong and malleable
Requirements: none
Cost: 3HP
Counter-spell: mUD

Spell Name:: WAL
Effect: Creates an invisible wall, impervious to missiles, creatures etc
Requirements: none
Cost: 3HP
Counter-spell: POP

Spell Name:: LAW
Effect: Takes control of an attacker’s will. Non-intelligent creatures only, short duration
Requirements: none
Cost: 3HP
Counter-spell: mAG

Spell Name:: DUM
Effect: Creature becomes clumsy and uncoordinated and drops its weapon
Requirements: none
Cost: 3HP
Counter-spell: JIG

Spell Name:: BIG
Effect: Makes you massive. Great against large opponents, bad in small spaces.
Requirements: none
Cost: 1HP
Counter-spell: YOB

Spell Name:: WOK
Effect: Creates a 3 foot diameter invisible metal shield on your left arm.
Requirements: 1GP (unusable afterwards)
Cost: 1HP
Counter-spell: RAZ

Spell Name:: DOP
Effect: Unlocks all non-magically locked doors
Requirements: none
Cost: 1HP
Counter-spell: fAR

Spell Name:: RAZ
Effect: Doubles a weapon’s damage for a single battle
Requirements: Edged weapon (i.e. not your fists), Beeswax (used up afterwards)
Cost: None
Counter-spell: WOK

Spell Name:: SUS
Effect: Tells you if there is a trap coming up and if caught in a trap, how to escape it (most of the time).
Requirements: none
Cost: 1HP
Counter-spell: gAK

Spell Name:: SIX
Effect: Sorcery!’s answer to mirror image, creates 5 other copies of you, enemies don’t know which is the real you
Requirements: None
Cost: 1HP
Counter-spell: KIN

Spell Name:: JIG
Effect: Makes an enemy dance a merry jig until you stop playing/scarper.
Requirements: Bamboo Flute
Cost: None
Counter-spell: DUM

Spell Name:: GOB
Effect: summons goblins to fight for you for 1 battle
Requirements: 1 Goblin tooth per goblin (used up afterwards)
Cost: None
Counter-spell: DUD

Spell Name:: YOB
Effect: Summons a kickass giant
Requirements: Giant’s tooth
Cost: None
Counter-spell: BIG

Spell Name:: GUM
Effect: sticks something (monster) to something else (floor)
Requirements: A vial of glue (used up: e.g. you throw it)
Cost: None
Counter-spell: ZIP

Spell Name:: HOW
Effect: Gives info about escaping from a perilous situation/defeat seemingly invincible enemies, like SUS but for when traps aren’t involved
Requirements: none
Cost: 1HP
Counter-spell: fIX

Spell Name:: DOC
Effect: cause a health potion/blimberry juice to be “upgraded” to heal full health.
Requirements: medical potion or Blimberry Juice
Cost: None
Counter-spell: HOT

Spell Name:: DOZ
Effect: Slows an enemy to 1/6th speed making it easier to fight/evade
Requirements: none
Cost: 1HP
Counter-spell: NIP

Spell Name:: DUD
Effect: Illusory treasure to distract or bribe people
Requirements: none
Cost: 1HP
Counter-spell: DUD

Spell Name:: MAG
Effect: Protection from magic
Requirements: none
Cost: 1HP
Counter-spell: LAW

Spell Name:: FAL
Effect: causes you to float gently to the ground, useful when you step off a cliff/fall down a hole
Requirements: none
Cost: 1HP
Counter-spell: ROK

Spell Name:: DIM
Effect: Causes a creature to become muddled and confused, be careful it doesen’t turn on you in its deranged state
Requirements: none
Cost: 1HP
Counter-spell: KID

Spell Name:: FOG
Effect: renders a room pitch black to all but the caster i.e. blindness
Requirements: a sealed room with no windows
Cost: 1HP
Counter-spell: SUN

Spell Name:: MUD
Effect: Creates a patch of super effective quicksand on the floor
Requirements: Grains of sand
Cost: None
Counter-spell: FOF

Spell Name:: NIF
Effect: Makes a bad smell, everyone vomits. The bigger the nose the harder it hits
Requirements: Nose plugs (to protect yourself)
Cost: None
Counter-spell: HUF

Spell Name:: TEL
Effect: read the mind of an intelligent creature to find out strengths, weaknesses, fetishes etc.
Requirements: Cloth Skullcap
Cost: None
Counter-spell: YAZ

Spell Name:: SAP
Effect: Demoralizes a creature
Requirements: none
Cost: 1HP
Counter-spell: PEP

Spell Name:: GAK
Effect: Freaks out enemy, depends on the creatures initial bravery
Requirements: Black facemask
Cost: None
Counter-spell: SUS

Spell Name:: KIN
Effect: Creates an identical replica of the creature you’re fighting, same skill & stamina etc to fight for you.
Requirements: Gold Backed Mirror
Cost: None
Counter-spell: SIX

Spell Name:: SUN
Effect: Makes the jewel glow brightly. Brightness is controlled by you, anywhere between a blinding light and dim illumination.
Requirements: yellow sun jewel
Cost: None
Counter-spell: FOG

Spell Name:: KID
Effect: creates an illusion of anything you want. Only works on intelligent creatures.
Requirements: Bracelet of bone
Cost: None
Counter-spell: DIM

Spell Name:: RAP
Effect: Talk to intelligent creatures in their own language
Requirements: green-haired wig
Cost: None
Counter-spell: YAP

Spell Name:: YAP
Effect: talk to animals
Requirements: green-haired wig
Cost: None
Counter-spell: RAP

Spell Name:: FAR
Effect: see briefly into the immediate future, non controllable
Requirements: a crystal ball, how cliché
Cost: None
Counter-spell: DOP

Spell Name:: GOD
Effect: everyone suddenly really likes you, may produce conflicts with duty
Requirements: Jewel of Gold
Cost: None
Counter-spell: NAP

Spell Name:: ROK
Effect: Sorcery!’s answer to ‘stone to flesh’ petrifies an enemy
Requirements: stone dust
Cost: None
Counter-spell: fAL

Spell Name:: NIP
Effect: Super speed
Requirements: must snort “yellow powder” (used up in the snorting process)
Cost: None
Counter-spell: DOZ

Spell Name:: HUF
Effect: a tremendous wind out of the horn capable of blowing things over, or off shelves etc.
Requirements: a Galehorn
Cost: None
Counter-spell: NIF

Spell Name:: FIX
Effect: holds an animate/inanimate object fixed in space unable to move, even in midair. wears off as you leave.
Requirements: an oak sapling
Cost: None
Counter-spell: HOW

Spell Name:: NAP
Effect: sends an enemy to sleep, requires your attention as you have to swing the pendulum.
Requirements: a brass pendulum
Cost: None
Counter-spell: GOD

Spell Name:: ZEN
Effect: Levitation
Requirements: Jewel-studded medallion
Cost: None
Counter-spell: ZAP

Spell Name:: YAZ
Effect: makes you invisible, you can still be heard though. Unintelligent creatures aren’t as fooled as intelligent ones
Requirements: A fine pearl ring
Cost: None
Counter-spell: TEL

Spell Name:: ZIP
Effect: teleport a short distance away, rather unpredictable
Requirements: Ring of green metal
Cost: None
Counter-spell: GUM

Spell Name:: RES
Effect: temporarily brings someone back to life, they are rather confused after the resurrection.
Requirements: Holy water
Cost: None
Counter-spell: HOT

Spell Name:: PEP
Effect: Super strength
Requirements: Potion of firewater
Cost: None
Counter-spell: SAP

Spell Name:: ZED
Effect: No one knows, the only person to cast it disappeared. Must be pretty awesome though?
Requirements: ?
Cost: ?
Found spells.
These are the spells you will encounter in your travels. For the most part, you won't need to "learn" them in order to cast them.

SSS - Allows you to compell the Seven Serpents to share information. 2 questions each, topics include Mampang (clues for book 4) the Serpent's weakness, the location of the other serpents, and the Sham. It can be found in the cave on the cliffside (Ancient World), Bria's home (ditto) and the beacon in the forest.

ZOB - Create a Rock Demon (an incredibly tough monster). Requires a Rock Demon tooth (huge, diminishes your stamina while carrying it). Can be learned in a spellbook bought from the Black Elf caravan trader. Bria also hints about the spell. You'll find one tooth in the Kariamma tunnels, another by climbing the mountain towards Bria's abode in the present time, and can purchase 1 tooth (or sell the one you're carrying) at the Tinpang dentist. You can only carry one tooth at a time.

TUF - Cast in the circle below the steppe beacon (Ancient World). Increases your maximum stamina by 4(!) points. Requires a Yellow Feather as an ingredient. One can be found when leaving the tunnels past the village of Kariamma. Another can be found by foraging in the western part of the forest, below the bridge - search the trees and the nest. You can only have 1 feather in your inventory at a time, so you'll have to backtrack if you want both stamina increases. You may have to visit the circle at night to learn the spell, then wait until daytime to cast it.
2 Comments
Rivazar 27 Dec, 2021 @ 5:57pm 
@Erillis it is possible only in chapter 3, you buy it from elves caravan
Erilis 12 Apr, 2020 @ 2:01am 
This is awesome, thank you!
Say, does anyone know whether it's possible to obtain the spellbook in new game plus?